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WORLDWIDE

GAME DAY

Ander
Ander

MALE HALFLING ROGUE (THIEF) / LEVEL 2 / UNALIGNED

If I were taller, you would call my curiosity courage.


ABILITY SCORES

MOD

STR
CON

12 +2
18 +5

DEX
INT

18 +5
10 +1

WIS
CHA

8 +0
12 +2

HIT POINTS
(Bloodied 17)

HEALING
SURGES

DEFENSES

AC 18

FORT 15
REF 17
WILL 12

INITIATIVE

+5

ACROBATICS +12
ATHLETICS +7
BLUFF +7
6
PERCEPTION +5
STEALTH +10
VISION
normal
STREETWISE +7
THIEVERY +12
LANGUAGES
Common and Elven
SPEED
(in squares)

SENSES

Passive Insight
ACTION
POINT

35
value

EQUIPMENT

5 daggers
+1 leather armor
Other Equipment

TRAINED SKILLS

thieves tools
adventurers kit

10, Passive Perception 15


SECOND
WIND

Melee Basic Attack

Standard / Melee Weapon / At-Will

Requires dagger; +10 vs. AC; 1d4 + 6 damage.

Ranged Basic Attack

Bold: You gain a +5 racial bonus to saving throws against fear.

Standard / Ranged Weapon / At-Will

Requires dagger; Ranged 5/10; +10 vs. AC; 1d4 + 6 damage.

Acrobats Trick

Move / Personal / At-Will

You can move your speed -2, and can move along vertical surfaces
without penalty as part of this move. If you end your move on a
vertical surface you fall. You gain a +2 power bonus to your next
damage roll this turn.

Unbalancing Trick

Move / Personal / At-Will

You can shift up to 2 squares. The next time you hit an enemy with a
melee basic attack this turn, you knock it prone.

Tumble

Move / Personal / Encounter

Shift up to 6 squares.

Backstab

Free / Personal / Encounter

Trigger: You choose to use a weapon attack power against an


enemy granting combat advantage to you. Effect: You gain a
+3 power bonus to the attack roll of the triggering power. If the
triggering power hits the enemy, it deals 1d6 extra damage to
that enemy.

Second Chance

OTHER ABILITIES*

Immediate Interrupt / Personal / Encounter

Trigger: You are hit by an attack. Effect: The attacker rerolls the attack.

TM & 2010 Wizards of the Coast LLC. Illustration by Jeff Easley. B8854.

Nimble Reaction: You gain a +2 racial bonus to AC against


opportunity attacks.
Sneak Attack: When you use an attack power with a dagger and hit
an enemy granting combat advantage to you, your attack power deals
2d6+1 extra damage to that enemy.
First Strike: At the start of an encounter, you have combat advantage
against any creatures that have not yet acted in that encounter.
Skill Mastery: During a skill challenge, whenever you roll a natural
20 on a skill check that would contribute one or more successes to
the challenge, that check automatically succeeds and counts as one
additional success.
*Some character options not present on character sheet for brevity.

WORLDWIDE

GAME DAY

Brannus

MALE HUMAN FIGHTER (SLAYER) / LEVEL 2 / UNALIGNED

What does it pay?


ABILITY SCORES

MOD

STR
CON

18 +5
12 +2

DEX
INT

16 +4
10 +1

WIS
CHA

8 +0
12 +2

HIT POINTS
(Bloodied 16)

HEALING
SURGES

DEFENSES

AC 18

FORT 18
REF 15
WILL 13

33

INITIATIVE

+8

SPEED
(in squares)

VISION

normal

INTIMIDATE +7
STREETWISE +7

Common and Dwarven


SENSES

Passive Insight
ACTION
POINT

EQUIPMENT

Other Equipment

ATHLETICS +10
ENDURANCE +7

LANGUAGES

value

+1 vicious greatsword
3 javelins

TRAINED SKILLS

scale armor
adventurers kit

10, Passive Perception 10


SECOND
WIND

Melee Basic Attack

Standard / Melee Weapon / At-Will

Requires greatsword; +11 vs. AC; 1d10 + 9 damage.

Ranged Basic Attack

Standard / Ranged Weapon / At-Will

Requires javelin; Ranged 10/20; +8 vs. AC; 1d6 + 7 damage.

Battle Fury

Minor / Stance / At-Will

Until you assume a different stance or until the end of the encounter, you
gain a +2 power bonus to the damage rolls of melee weapon powers.

Poised Assault

Minor / Stance / At-Will

Until you assume a different stance or until the end of the encounter, you
gain a +1 power bonus to the attack rolls of melee weapon powers.

Power Strike

Free / Personal / Encounter

Requires greatsword. Trigger: You hit with a melee weapon attack power.
Effect: The triggering attack power deals 1d10 extra damage.

Singled Out

Minor / Ranged 5 / Encounter

Effect: The target grants combat advantage to you until the end of your
next turn.

Heroic Effort

No Action / Personal / Encounter

Trigger: You miss with an attack of fail a saving throw. Effect: You gain a
+4 racial bonus to the attack roll or saving throw.

+1 Vicious Greatsword

TM & 2010 Wizards of the Coast LLC. Illustration by Larry Elmore. B8854.

+1d12 Critical

OTHER ABILITIES*
Heavy Blade Expertise: When wielding a heavy blade (greatsword) you gain
+2 bonus to all defenses against opportunity attacks.
*Some character options not present on character sheet for brevity.

WORLDWIDE

GAME DAY

Harbek of Forgekeep
MALE DWARF FIGHTER (SLAYER) / LEVEL 2 / GOOD

The dwarves of Forgekeep never fall!


ABILITY SCORES

MOD

STR
CON

18 +5
18 +5

DEX
INT

12 +2
10 +1

WIS
CHA

12 +2
8 +0

HIT POINTS
(Bloodied 22)

HEALING
SURGES

DEFENSES

AC 19

FORT 17
REF 12
WILL 12

44

INITIATIVE

+2

SPEED
(in squares)

VISION

INTIMIDATE +5

low-light
Common and Dwarven
SENSES

Passive Insight
ACTION
POINT

11

EQUIPMENT

Other Equipment

ATHLETICS +8
ENDURANCE +10

LANGUAGES

value

+1 defensive greataxe
3 throwing hammers

TRAINED SKILLS

plate armor
adventurers kit

12, Passive Perception 12


SECOND
WIND

Melee Basic Attack

Standard / Melee Weapon / At-Will

Requires greataxe; +8 vs. AC; 1d12 + 6 damage.

Ranged Basic Attack

Standard / Ranged Weapon / At-Will

Requires throwing hammer; Ranged 5/10; +8 vs. AC; 1d6 + 5 damage.

Battle Fury

Minor / Stance / At-Will

Until you assume a different stance or until the end of the encounter, you
gain a +2 power bonus to the damage rolls of melee weapon powers.

Poised Assault

Minor / Stance / At-Will

Until you assume a different stance or until the end of the encounter, you
gain a +1 power bonus to the attack rolls of melee weapon powers.

Power Strike

Free / Personal / Encounter

Requires greataxe. Trigger: You hit with a melee weapon attack power.
Effect: The triggering attack power deals 1d12 extra damage.

Minor Resurgence

Minor / Personal / Encounter

Requirement: You must be bloodied. Effect: You gain 5 temporary


hit points.

+1 Defensive Great Axe

+1d6 Critical

Property: When you take the total defense or second wind action, you
gain a +1 item bonus to your defenses until the start of your next turn.

TM & 2010 Wizards of the Coast LLC. Illustration by Jeff Easley. B8854.

OTHER ABILITIES*
Cast-Iron Stomach: You have a +5 racial bonus to saving throws
against poison.
Dwarven Resilience: You can use your second wind as a minor action
instead of a standard action.
Stand Your Ground: When you are affected by forced movement (push, pull
or slide), you move one less square. If an attack would knock you prone, you
may make a saving throw to avoid falling prone.
*Some character options not present on character sheet for brevity.

WORLDWIDE

GAME DAY

Korzon

MALE HUMAN CLERIC (WARPRIEST) / LEVEL 2 / GOOD

Evil cowers before the oncoming storm of the righteous.


ABILITY SCORES

STR
CON

MOD

12 +2
16 +4

DEX
INT

12
8

WIS
CHA

18 +5
10 +1

HIT POINTS
(Bloodied 16)

HEALING
SURGES

+2
-0

DEFENSES

AC 20

FORT 16
REF 15
WILL 17

INITIATIVE

+2

SPEED
(in squares)

DIPLOMACY +6
HEAL +10

HISTORY +5

VISION

INSIGHT +10

normal

RELIGION +5

LANGUAGES

Common and Dwarven


SENSES

Passive Insight
ACTION
POINT

33

TRAINED SKILLS

20, Passive Perception 15


SECOND
WIND

value

EQUIPMENT

bastard sword
+1 chainmail
Other Equipment

heavy shield
holy symbol

adventurers kit

Melee Basic Attack

Standard / Melee Weapon / At-Will

Requires bastard sword; +6 vs. AC; 1d10 + 1 damage.

Blessing of Wrath

Standard / Melee Weapon / At-Will

+9 vs. Will; 1d10 + 4 damage. Effect: One ally within 5 squares of you
gains a +3 power bonus to their next damage roll against the target
before the end of your next turn.

Storm Hammer

Standard / Melee Weapon / At-Will

+9 vs. Will; 1d10 + 4 lighting and thunder damage. Special: When charging, you can use this power in place of a melee basic attack.

Smite Undead

Standard / Melee Weapon / Encounter

One undead creature; +9 vs. Will; 2d10 + 4 radiant damage, and you
push the target 6 squares and immobilize it until the end of your next
turn. Special: This is a Channel Divinity power. You can use only one
Channel Divinity power per encounter.

Storm Surge

Minor / Close Burst 2 / Encounter

You or one ally in the burst. The next time the target makes a damage roll
with a melee weapon attack power before the end or your next turn, the
target deals 4 extra lightning damage. Special: This is a Channel Divinity power. You can use only one Channel Divinity power per encounter.

Healing Word

Minor / Close Burst 5 / Encounter

You or one ally in burst can spend a healing surge and regain an additional 1d6 hit points. The target also gains a +2 power bonus to the next
damage roll them make before the end of your next turn.

Echoes of Thunder Standard / Melee Weapon / Encounter


+9 vs. AC; 2d10 + 4 thunder damage. Effect: Whenever you or an ally
hits the target before the end of your next turn, the target takes 3
thunder damage.

Heroic Effort

No Action / Personal / Encounter

Trigger: You miss with an attack of fail a saving throw. Effect: You gain a
+4 racial bonus to the attack roll or saving throw.

Create Water

Minor / Melee Touch / Encounter

Cause one empty cup, wineskin, or similar container to fill with up to 1


gallon of fresh water.

Lesser Aspect of Wrath S tandard / Melee Weapon / Daily


+9 vs. Will; 1d10 + 4 radiant damage. Effect: You gain 10 temporary
hit points. Until the end of the encounter, you gain a +1 power bonus
to attack rolls, and any enemy that ends its turn adjacent to you
take 3 radiant damage.

Resurgent Strength

Minor / Close Burst 3 / Daily

You or one ally in burst. The target can spend a healing surge.
In addition, the target gains a +4 power bonus to damage rolls
until the end of your next turn.

OTHER ABILITIES*
Cleric of the Storm: You gain resist 5 lightning and resist 5 thunder.
Heavy Blade Expertise: When wielding a heavy blade (bastard sword) you
gain +2 bonus to all defenses against opportunity attacks.
*Some character options not present on character sheet for brevity.

TM & 2010 Wizards of the Coast LLC. Illustration by Jeff Easley. B8854.

WORLDWIDE

GAME DAY

Lucan

MALE ELF WIZARD (MAGE) / LEVEL 2 / GOOD

A simple twist of magic and the battle is won before it begins.


ABILITY SCORES

MOD

STR
CON

8 +0
12 +2

DEX
INT

14 +3
18 +5

WIS
CHA

16 +4
10 +0

HIT POINTS
(Bloodied 13)

HEALING
SURGES

26

DEFENSES

AC 17

FORT 13
REF 16
WILL 17

INITIATIVE

TRAINED SKILLS

+7

ARCANA +10
HISTORY +10
NATURE +11
RELIGION +10

SPEED
(in squares)

VISION

low-light
LANGUAGES

Common and Elven


SENSES

Passive Insight
ACTION
POINT

14, Passive Perception 16


SECOND
WIND

value

EQUIPMENT

dagger
leather armor
Other Equipment

wand
+1 amulet of protection

adventurers kit

Melee Basic Attack

Standard / Melee Weapon / At-Will

Requires dagger; +3 vs. AC; 1d4 - 1 damage.

Magic Missle

Standard / Ranged 20 / At-Will

One or two creatures within range take 6 force damage. Special:


You may use this power as a ranged basic attack.
TM & 2010 Wizards of the Coast LLC. Illustration by Larry Elmore. B8854.

Beguiling Strands

Standard / Close Blast 5 / At-Will

Each enemy in blast; +5 vs Will; 4 psychic damage, and you slide


the target up to 5 squares.

Ghost Sound

Standard / Ranged 10 / At-Will

You cause a sound as quiet as a whisper or as loud as a yelling creature to emanate from one object or unoccupied square within range.

Light

Minor / Ranged 5 / At-Will

One object or unoccupied square sheds bright light until the end of
the encounter or until you use this power again. The light fills the
targets space and all squares within 4 squares of it. Putting out
the light is a free action.

Suggestion

Standard / Personal / At-Will

Trigger: You make a Diplomacy check. Effect: You make an


Arcana check instead, using that result to determine the outcome
of the Diplomacy check.

OTHER ABILITIES*
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial
bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift.
*Some character options not present on character sheet for brevity.

Illusory Obstacles Standard / Area Burst 1 within 10 / Encounter


Each enemy in blast; +5 vs Reflex; The target is dazed and
unable to charge until the end of your next turn. Miss: The
target is unable to charge until the end of your next turn.

Shield

Immediate Interrupt / Personal / Encounter

Trigger: You are hit by an attack. Effect: Until the end of your next
turn you gain a +4 power bonus to AC and Reflex.

Elven Accuracy

Free / Personal / Encounter

Trigger: You make an attack roll and dislike the result. Effect:
Reroll the attack roll.

Fountain of Flame Standard / Area Burst 1 within 10 / Daily


Each enemy in blast; +4 vs Reflex; 3d8 + 4 fire damage, and you slide
the target up to 3 squares. Miss: Half damage. Effect: The burst
creates a zone that lasts until the end of the encounter. Any enemy
that enters the zone or ends its turn there takes 5 fire damage.

WORLDWIDE

GAME DAY

Thia

FEMALE ELF ROGUE (THIEF) / LEVEL 2 / UNALIGNED

I take what I need.


ABILITY SCORES

MOD

STR
CON

16 +4
12 +2

DEX
INT

18 +5
8 +0

WIS
CHA

14 +3
10 +1

HIT POINTS
(Bloodied 14)

HEALING
SURGES

DEFENSES

AC 18

FORT 14
REF 17
WILL 13

INITIATIVE

+9

TRAINED SKILLS

ACROBATICS +10
ATHLETICS +9
BLUFF +6
7
INTIMIDATE +6
PERCEPTION +10
VISION
low-light
STEALTH +10
THIEVERY +10
LANGUAGES
Common and Elven
SPEED
(in squares)

SENSES

Passive Insight
ACTION
POINT

29

13, Passive Perception 20


SECOND
WIND

value

EQUIPMENT

short sword
short bow
Other Equipment

+1 leather armor
thieves tools

adventurers kit

Melee Basic Attack

Standard / Melee Weapon / At-Will

Requires short sword; +10 vs. AC; 1d6 + 6 damage.

Ranged Basic Attack

Standard / Ranged Weapon / At-Will

Requires short bow; Ranged 15/30; +9 vs. AC; 1d8 + 6 damage.

Tumbling Trick

Move / Personal / At-Will

You can shift 3 squares. The next time you hit an enemy with a
melee basic attack this turn, you deal 3 extra damage, to an
adjacent enemy.

Sneaks Trick

Move / Personal / At-Will

You can move your speed -2. At the end of this move, you can
make a Stealth check to hide if you have cover or concealment.

Agile Footwork

Immediate Reaction / Personal / Encounter

Trigger: An enemy ends its turn adjacent to you. Effect:


You shift 3 squares.

Backstab

Free / Personal / Encounter

Trigger: You choose to use a weapon attack power against an


enemy granting combat advantage to you. Effect: You gain a
+3 power bonus to the attack roll of the triggering power. If the
triggering power hits the enemy, it deals 1d6 extra damage to
that enemy.

Elven Accuracy

Free / Personal / Encounter

Trigger: You make an attack roll and dislike the result. Effect:
Reroll the attack roll.
TM & 2010 Wizards of the Coast LLC. Illustration by Larry Elmore. B8854.

OTHER ABILITIES*
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial
bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift.
Sneak Attack: When you use an attack power with a short sword or short bow
and hit an enemy granting combat advantage to you, your attack power deals
2d6 extra damage to that enemy.
First Strike: At the start of an encounter, you have combat advantage against
any creatures that have not yet acted in that encounter.
Skill Mastery: During a skill challenge, whenever you roll a natural 20 on a
skill check that would contribute one or more successes to the challenge, that
check automatically succeeds and counts as one additional success.
*Some character options not present on character sheet for brevity.

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